reddishrecue
Some dude on civfans
- Joined
- Nov 16, 2009
- Messages
- 6,213
Like the civilization 4 future tech used to say, the future will be better tomorrow.
The Polygon article announcing the new game says "Beach directed Civilization 6 and was a designer on 2010’s Civilization 5." What's the difference between a game director and a game designer?
Based on the terms alone, I’m going to assume a “game director” has wider influence than just design. Wikipedia says it’s an interchangeable term for “game producer” and they have a role similar to a film director. It’s probably a position similar to lead game designer, though- the leader of the game designers who had the most influence over the final product.What's the difference between a game director and a game designer?
Considering he was the lead for GS, my favorite of the expansions, I have high hopes.Yes, it seemed that Abton Strenger was being groomed for the role but it didn't work out for whatever reason.
Ed Beach certainly has the most experience and was the obvious choice.
Considering he was the lead for GS, my favorite of the expansions, I have high hopes.
It does and it's great because a) you can choose a civ that fits your starting location and b) lets you start a game without having to use the random option if you aren't sure who you want to play as. I think such a feature is more necessary is Civ given that starting locations have a massive impact on your game. I hate having to restart when I get a desert start as Russia, for example.As iirc Old World has a game option like "Choose Civ when founding first city" which could be a good option for Civ 7 (though it would prevent designs like the Maori).
Good old stuffI believe this is all the Neolithic stuff a civ game needs, perfectly balanced in a couple of lines of exposition:
Unless players want a crossover with smth like ARK: Survival (maybe minus the dinosaurs), with an intro game where they would see, if they can survive the elements and fellow pretenders to the role of a tribe leader, and thus get a confirmation that they’re qualified to play a game of civ
The best.Good old stuff
Ahh, I see. I appreciate the clarification, though I think I still disagree! But that's best saved for a completely different threadWhat I meant was a graphic style influenced by Pixar and Warcraft. I should have written that instead, so no misunderstandings could be made.
But that I mentioned these two in particular was quite intentional. The ways the leaders are depicted in Civ 6 looks very similar to the style used for people in Pixar movies. There are probably other studios that makes animated films for children that use a similar style, but Pixar did this style first to my knowledge.
Why stop there? Let's go further back in the Stone Age! Let's take the game right back to just past the edge of the prehistoric. Let's really get nitty-gritty.Abstracting everything that happened in the Neolithic Era, which included the first city building and multiple Technologies that were fundamental to virtually every example of city-building that followed is abstracting to the point of fantasy.
You're right, I should've phrased it better. I did read the post though, in its entirety.But I never said, had you bothered to read the post, that fantasy was bad.
And I call that unrealistic expectations.The game is billed and marketed as Historical 4X - in fact, the Civ franchise practically defined Historical 4X for decades. They didn't bill it as Fantastic Historical or Abstracted Historical or fantastically abstracted, they sold it as Historical and then in far too many places they cheated because it was easier to abstract a fantasized version of history than get the history right in the first place. I call that false advertising and, to repeat, Bad Game Design.
But clearly, you don't? Where's the expansion when playing with Maya? Or the extermination when playing Canada? What's with the all One City Challenges or Civs (Venice) designed with OCC in mind? How often do you read users saying they avoid wars entirely? The four Xs are guidelines, not rules written into stone. The games can be whatever you make them, whether it works or not is a matter of creativity of the designers. That doesn't mean they need to reinvent the wheel each time, but trying to invent new ways to play beyond the established conventions is how you keep it fresh.Because 4X games (explore, expand, exploit, exterminate) are all about having more resources so you can then do more things. If you have more cities, you can build more buildings, more wonders, more units and so on. At some point, if want more cities so you can building more buildings(wonders, units, etc), you have to go conquer someone else because you don't have room to found new cities, its that simple. Even if you only get points for building things, not controlling things, then conquering more cities is still better because you can then build new buildings! Unless you only get points from cities you founded, which is an arbitrary limit.
Wait, how do you get to the point of the imperial conquests? Why are you immediately jumping the cultural innovations of the office of the Dictator, the army reforms, and the plethora of other aspects which characerized the Republic of Rome?No, its pretty much one-to-one conquest to cultural high point even if it isn't an immediate effect. During the late Republic, Rome's imperial conquests were so lucrative that the Senate cancelled a bunch of taxes.
How exactly? Does not the cultural tradition and mastery of bowmanship and horse-riding made possible the conquests in the first place? How can your "cultural high point" exclude the culture itself?The Mongols are another obvious example.
Uh? Why did Hadrian decide to abandon Parthia? Do you think the game reflects the difficulties which arise from an ever increasing empire effectively?The Mughals in India as well. Medieval Baghdad's opulence and renown as a center of culture and learning was because it was the imperial capital of a large empire. Same for Ottoman Constantinople and other cities like Samarkand under Timor. Empire is lucrative, its what allows all of these great works of monumental architecture to be built in the first. In addition to the patronage of the arts and sciences by their rulers. That stuff isn't cheap and, historically speaking, the larger the territory you rule over the wealthier you are. And yes, I do believe if you are making a game based on history, you do need to, at least, get the big picture things right otherwise, why bother with history in the first place.
Historically speaking, the wealthier individuals to ever exist ruled over no territory at all. And how do you account for South Korea, Switzerland, Netherlands, etc having some of the highest GDPs in the world (total, not per capita)?historically speaking, the larger the territory you rule over the wealthier you are.
You're not questioning that cultural high points are funded by conquest and large empires, even as you concede that defining a cultural high point is a matter of opinion and maybe not even a valid concept?And the reason why I put "great" is brackets is because everyone has their own opinions about what constitutes a great empire and even whether or not its a valid concept. I was not questioning the fact that cultural high points are funded by conquests and large empires.
Only if you skew my words. I said "eliminated through conquest", clearly meaning being left with no cities on the board.Because in every game if you are eliminated from the game, you lose the game. Like, every game. Its how games work.
The easiest option is: nothing at all. I was talking in the context of a proper Score Victory and the skew towards domination oriented Civs that currently exists. One could accumulate enough score that, even if you're eliminated from the board, you'd still get first place come end game.Not to mention, what would you do after you were eliminated but before the game ended?
Why shouldn't you? It's a design choice.Because you don't own it anymore. "Through time" means throughout the entire game so, if you don't control something why should you get points for it?
No, that is your argument. You're the one saying there should be no such thing as "legacy" and that the conqueror takes all. Literally just above you argue that the only thing that matters is ownership. My entire position has been to argue against it.Like, so many cities passed through various empires and nations throughout history, each adding to the city. Its like saying that since Antioch was founded by the Seleucid Empire, it should only be considered a Hellenistic Greek city, which is ridiculous.
I mean, those are both Board games, played at a table with other humans, and from a Google search (not played them myself) take about or less than 2 hours. I don't think most people would object to continuing to sit at a table shooting horsehocky with friends after being eliminated from a game, especially if that game is likely to end within an hour. I can't speak for everyone, but I sure as horsehocky am not watching the AI play a game of Civ with itself for as long as that might take to see if I might win. Even in a multiplayer context, Civ already has a massive problem with people quitting early if they fall behind, you'd have to do quite a bit of work to realistically expect them to stick around after being eliminatedSmall World is a very popular game where civilizational decline and being erased from the board is turned into a game mechanic. It's possible, and not even uncommon, to win the game even after nothing is left on the board. Many "Civs" are focused on expanding, Others on holding on to small territories, etc.
But really, just in general, many games do not require you to have anything left on the board. Scythe again comes to mind. Territory is only one way to gain VP.
The easiest option is: nothing at all. I was talking in the context of a proper Score Victory and the skew towards domination oriented Civs that currently exists. One could accumulate enough score that, even if you're eliminated from the board, you'd still get first place come end game.
But it really doesn't take a lot to imagine ways in which you could play the game without controlling cities. You're again equating inability to conceive of possible designs with their impossibility. You could have a religion tied to your original Civ, for instance, and you could control the decisions of that religion despite of who controls the city which is its Holy City, and in that manner keep accruing points towards your end score.